I’ll start by naming names. Luckyo, Alek, Kostyan, Zerk.
All interceptor pilots who connect to the game < 80ms or thereabouts.
Main points trying to sell:
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Aimbot helped people to land hits previously
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Those who cannot land hits now are people with low skill levels who needed the aimbot to play
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tl;dr you guys need to man up and learn to aim and fly
So they say.
That is not the truth. And people are mixing up server side shooting, lag compensation and aim assist. These are 3 different things which I believe where the patch broke the shooting mechanics.
- Aim assist is a handicap given to inaccurate shots. Games like COD for example and almost all the other console shooters. Game checks your shots and if it’s close enough to the actual target, server will award you with a hit. It’s a nubtool.
Luckyo is selling the idea that aim assist existed for all weapons before and explains to you all that the reason why you are missing all your shots now is because aim assist is taken out. It could be the case but that isn’t the primary contributor to us missing.
- Server acknowledged shots. Heck I dunno what engineers call this. All I know is how other games supposedly work. Shooting in other games say Counter-strike is handled by the client. You would receive information on your target’s coordinates and your PC renders the model. You then shoot at said target and this info is passed on to the server to process. This is an example where shooting is handle by the client and the server only processes that data to determine an outcome.
Shooting in Star Conflict is different. It is delayed. Shots you make requires the server to acknowledge it before your ship starts to fire on your end. This is what I have a problem with. I’ll explain why in just a bit.
- Lag Compensation is a method where the server takes into account your lag in order to award *fair* results. It is virtually unreasonable to expect any number of players connected to the same game to have the exact same latency. Without lag compensation, If two players saw each other and both clicked shoot, the hit will always be awarded to the one with the lower ping. So imagine if both had an insta-gib weapon and shot each other at the same exact time, player with lower ping will live, higher ping dies. That is why lag compensation is put into place. Because in reality, the higher ping player might have actually clicked to fire first but the data sent by the lower ping player reached the server first so he is awarded the kill instead - which is wrong and unfair.
Now imagine a game where
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shots required server acknowledgement
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no lag compensation
The effects of difference in latency is expounded. Not just because of hit detection; which I can live and compensate for. But it also affect accuracy. Here’s why

position 1 is where you see the enemy on your end and decided to click shoot
position 2 is enemy position on your end when server fires off your gun towards 1
position 3 is the actual enemy position in reality when your guns are firing at 1
It ain’t so bad if he’s the only one moving and you remained stationary. But SCon being the game it is, you are most likely orbiting him while he is orbiting you thus the problem expands.
In this environment there is no way to systematically place your shots. This is not skill based. This is luck and more importantly …
Ping based.
The reason why you are missing your shots now is because of high latency times. And when I say high ping times I don’t mean 400ms or 500ms like me. People connecting from the USA at 130ms are missing their shots as well. Skill may or may not be a factor for this or that player. But that is only worth talking about when you are judging others and the accuracy of their opinions. This is not required when comparing myself pre and post patch because my level of aim is not an unknown to me. My aim is a constant factor.
So the uneducated might try to school me by saying I only land my hits previously because of the aim assist.
This is also wrong because my measurement on my personal accuracy is not based on hitting another ship or kill score.
It is my ability to group shots together on the move at a known speed and executing a known maneuver. And I am definitely missing my shots now because of miss timing.
Then there is the excellent logic given to me not only by fellow players but even technical staff from the game.
“Bro - you ping 2 high man. Can’t play no online game.”
For those who wish to learn something new, you might want to google and read up on network latency. Quality of connection affects gameplay more than actual ping times. Say a player in Seattle connects to a server in LA, his normal ping time should be about 60ms. If for some reason he is connecting at 130ms then there is a connection quality issue and he will suffer latency related problems in-game. Now a Malaysian player connecting to the same LA server will ping at 150ms which is his normal travel time. That Malaysian player I can guarantee you will not have the latency related problems the Seattle player has in-game despite pinging higher. The longer travel time is geographic for the Malaysian player. The higher than normal ping time for the USA player is a connection quality issue.
I’ve been playing at high ping times for years. I’m sniping headshots from across the map at 200ms - 300ms and it’s something Asian players have to develop a skill for when deciding to play online games where the majority of servers are located in the USA. Just for info, connection time from where I am in the world to Russia is faster than it is to the USA. Yet ping times to SCon RU server (500ms) is higher than to SCon USA server (250ms). Geographically N.America is almost twice further than Russia is to Malaysia (14,000km LA vs 8,000km Moscow).
Whatever it is, the patch broke the shooting mechanics. It’s effects scales with ping times. People with higher ping will suffer higher accuracy penalties. And this should not be a rule. Other online games manages that issue and are able to keep things fair between players no matter where their ISP is located in the world.
And just to prove a point:
Gooseman, father of modern team based tactical FPS games, co-creator of the original Counter-strike at one point in history the most competitive online multiplayer game opened the doors to his latest creation. I will not name the game out of respect. I downloaded it yesterday and when I saw a RUSSIAN server on it I couldn’t help myself but to play on that server and record the game.

Isn’t so clear but enough for you to make out that all the Russian players in that match were pinging double digit while I was doing almost 270ms.
I finished the match top of the scoreboard with 19 - 4 K/D
Why is that possible?
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Does the game have aim assist? Gooseman using aim assist in his latest game he needs to prove to Valve with ?
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Or did I have a low ping? And everyone else had too high a ping they shouldn’t be playing online games on ?
Answer to 1 and 2 is No.
There were no aim assist. No everyone else had lower ping than I did. But I topped the scoreboard. Why?
Star Conflict today is ping based and that is why I end up with scores like this:

where (Bot)Helen evidently had more ‘Skill’ than I did.
In case you doubt the game I was on is in Russia - 25 minutes - 700MB - Russian guys in my team on voice chatter.
http://www.youtube.com/watch?v=pH_AQZjPOSw
I did not decide to ‘ragequit’ on Star Conflict.
I was forced to stop playing because ‘I lag too much’
And I’m sorry but from my POV that just sucks coz I like this game. So much in-fact I sunk money into it. Still have 2 months license in-fact which I cannot make use of. So …
~ rawr ~
and thank you Gaijin I guess.